Files
crtr/Assets/Cryville/Crtr/Browsing/UI/RulesetConfigBrowser.cs

107 lines
3.3 KiB
C#

using Cryville.Crtr.Browsing.Actions;
using Cryville.Crtr.Config;
using Cryville.Crtr.Config.UI;
using Cryville.Crtr.Ruleset;
using Newtonsoft.Json;
using System;
using System.IO;
using System.Text;
using UnityEngine;
namespace Cryville.Crtr.Browsing.UI {
internal class RulesetConfigBrowser : ResourceBrowser {
[SerializeField]
Transform m_content;
[SerializeField]
PropertyMasterPanel m_genericConfigPanel;
[SerializeField]
PropertyMasterPanel m_rulesetConfigPanel;
[SerializeField]
InputConfigPanel m_inputConfigPanel;
RulesetDefinition _ruleset;
RulesetConfig _rscfg;
public string RulesetName { get; private set; }
UseSkinAction _useSkinAction;
bool _loaded;
public void Load(string rulesetName, Action<RulesetConfig> overrides = null) {
RulesetName = rulesetName;
FileInfo file = new(Path.Combine(
Game.GameDataPath, "rulesets", rulesetName, ".umgr"
));
if (!file.Exists) {
throw new FileNotFoundException("Ruleset for the resource not found\nMake sure you have imported the ruleset");
}
DirectoryInfo dir = file.Directory;
using (StreamReader reader = new(file.FullName, Encoding.UTF8)) {
_ruleset = JsonConvert.DeserializeObject<RulesetDefinition>(reader.ReadToEnd(), new JsonSerializerSettings() {
MissingMemberHandling = MissingMemberHandling.Error
});
if (_ruleset.format != RulesetDefinition.CURRENT_FORMAT) throw new FormatException("Invalid ruleset file version");
_ruleset.LoadPdt(dir);
}
FileInfo cfgfile = new(Path.Combine(
Game.GameDataPath, "config", "rulesets", rulesetName + ".json"
));
if (!cfgfile.Exists) {
if (!cfgfile.Directory.Exists) cfgfile.Directory.Create();
_rscfg = new RulesetConfig();
}
else {
using StreamReader cfgreader = new(cfgfile.FullName, Encoding.UTF8);
_rscfg = JsonConvert.DeserializeObject<RulesetConfig>(cfgreader.ReadToEnd(), new JsonSerializerSettings() {
MissingMemberHandling = MissingMemberHandling.Error
});
}
overrides?.Invoke(_rscfg);
m_genericConfigPanel.Adapter = new DefaultPropertyMasterAdapter(_rscfg.generic);
m_rulesetConfigPanel.Adapter = new RulesetConfigPropertyMasterAdapter(_ruleset.Root.configs, _rscfg.configs);
m_inputConfigPanel.Load(_ruleset.Root, _rscfg);
_loaded = true;
}
public void InitAction() {
Master.Actions.Register(_useSkinAction = new UseSkinAction(this));
}
void OnDestroy() {
if (_loaded) Master.Actions.Unregister(_useSkinAction);
}
public void SetSkin(string skin) {
_rscfg.generic.Skin = skin;
}
public void SwitchCategory(GameObject cat) {
foreach (Transform c in m_content) {
c.gameObject.SetActive(false);
}
cat.SetActive(true);
}
void OnEnable() {
m_genericConfigPanel.InvalidatePropertyValues();
}
void OnDisable() {
if (_loaded) {
m_inputConfigPanel.SaveTo(_rscfg.inputs);
FileInfo cfgFile = new(Path.Combine(
Game.GameDataPath, "config", "rulesets", RulesetName + ".json"
));
using StreamWriter cfgWriter = new(cfgFile.FullName, false, Encoding.UTF8);
cfgWriter.Write(JsonConvert.SerializeObject(_rscfg, Game.GlobalJsonSerializerSettings));
}
}
public override void OnItemClicked(int index) { }
public override void InvokeAction(IResourceAction action) { }
internal override void OnActionsChanged() { }
}
}